Unstable v0.9.707.0

This commit is contained in:
Juan Pablo Arce
2020-02-11 16:07:21 -03:00
parent 8324d20464
commit 2783125162
68 changed files with 1460 additions and 1219 deletions
@@ -92,7 +92,7 @@ namespace Barotrauma
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Info != null)
if (character.Info != null && !character.ShouldLockHud())
{
bool mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition) && GUI.MouseOn == null;
if (mouseOnPortrait && PlayerInput.PrimaryMouseButtonClicked())
@@ -170,11 +170,7 @@ namespace Barotrauma
{
if (GUI.DisableHUD) { return; }
character.CharacterHealth.Alignment = Alignment.Right;
/*if (Screen.Selected == GameMain.GameScreen)
{
GUI.InfoAreaBackground.Draw(spriteBatch, Vector2.Zero, scale: GUI.Scale);
}*/
character.CharacterHealth.Alignment = Alignment.Right;
if (GameMain.GameSession?.CrewManager != null)
{
@@ -309,7 +305,7 @@ namespace Barotrauma
character.Info.DrawPortrait(spriteBatch, HUDLayoutSettings.PortraitArea.Location.ToVector2(), targetWidth: HUDLayoutSettings.PortraitArea.Width);
character.Info.DrawJobIcon(spriteBatch);
}
mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition);
mouseOnPortrait = HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition) && !character.ShouldLockHud();
if (mouseOnPortrait)
{
GUI.UIGlow.Draw(spriteBatch, HUDLayoutSettings.PortraitArea, GUI.Style.Green * 0.5f);
@@ -318,7 +314,7 @@ namespace Barotrauma
if (ShouldDrawInventory(character))
{
character.Inventory.Locked = LockInventory(character);
character.Inventory.DrawThis(spriteBatch);
character.Inventory.DrawOwn(spriteBatch);
character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
CharacterInventory.Layout.Default :
CharacterInventory.Layout.Right;
@@ -333,7 +329,7 @@ namespace Barotrauma
{
///character.Inventory.CurrentLayout = Alignment.Left;
character.SelectedCharacter.Inventory.CurrentLayout = CharacterInventory.Layout.Left;
character.SelectedCharacter.Inventory.DrawThis(spriteBatch);
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
}
else
{
@@ -417,11 +413,7 @@ namespace Barotrauma
{
if (character?.Inventory == null || !character.AllowInput || character.LockHands) { return true; }
//lock if using a controller, except if we're also using a connection panel in the same item
return
character.SelectedConstruction != null &&
character.SelectedConstruction?.GetComponent<Controller>()?.User == character &&
character.SelectedConstruction?.GetComponent<ConnectionPanel>()?.User != character;
return character.ShouldLockHud();
}
private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f)